Priests: Building Faith, Realm Spells, Spell Changes

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DM Juan
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Priests: Building Faith, Realm Spells, Spell Changes

Post by DM Juan » Sat Aug 04, 2018 6:40 pm

[+] Divine Spellcasting, Shrines, Creating your Faith
Normal Spells: As per standard rules, or your faith if it overrides (ie limiting spellcasting to follow wizard rules)

Ability Requirements: As your faith progresses, the requirements to qualify likewise increase. At Rank 0, the base Wisdom 9 applies. At each additional rank, you must either increase requirements by 2, or choose a second (or third) stat to add. You can have no more than 3 required stats. Example Rank 3: Wis 11, Str 9, Dex 9 -- or -- Wis 13, Str 9 -- or -- Wis 15 ...

Realm Spells and Casting Area:
# Spells/Faith Rank Bloodline Score Temples Shrines Associated Expanded Casting Area Spells you can Grant
0 1 0 0 Where you have a temple 1+ None
1 5 5 5 within 1 province of a temple 1+ able to grant spells (level 1-2) to non-blooded Priests.
2 10 10 10 within 2 provinces of a temple 1+ able to grant spells (level 1-3) to non-blooded Priests.
3 20 20 20 within 3 provinces of a temple 1+ able to grant spells (level 1-4) to non-blooded Priests.
4 30 30 30 within 5 provinces of a temple 1+ able to grant spells (level 1-5) to non-blooded Priests.
5 45 40 40 within 6 provinces of a temple 0+ able to grant spells (level 1-6) to non-blooded Priests.
6 70 70 70 anywhere able to grant all spells to non-blooded Priests.
Changing Realm Spells:
You may change 1 Realm Spell at every Even level Tier (2/4/6).

Each Priest regent will start with some small divine powers, sparked by their own latent divinity (bloodline). You start as a weak divine focus, only able to power yourself in your capital at start.

All Sphere (Minor) 3CP

Starting: 50CP
You must allocate at least 25 of your starting points towards Spheres. You must select one sphere that is your faith's focus, which you buy as a Major Sphere. It permanently counts, for all priests of the faith, as their favored sphere for purposes of spells gained/level, and any other power or feature that triggers off of your Faith's Favoured Sphere. You may not select any other Sphere as Major at start.
You may start with up to 25CP worth of "Optional Abilities" (see below).
You may not start with any Spell-like Abilities.
You may not start with any "Optional Limitations" (see below).

Each time you reach a new Trigger for a Realm Spell ("Faith Rank"), you may spend an additional 20CP as you see fit. You may opt to add a further 10CP worth of "Optional Limitations" in exchange for 10CP worth of "Optional Abilities." All Priests of your faith gain or lose abilities when you customize your faith in this manner. You may not chose a Major Sphere unless you previously already had it as a Minor Sphere.

You also choose an additional class that can be recruited from an Academy of your Faith.

It is worth noting: So long as your Shrines are associated to a faith (eg if you are a Fighter/Priest but don't have temples, so you gave your "shrine power" to another player), you are bound to whatever priesthood they construct. Of course, they probably should consult with you, because you could pull your support, but if you opt to remain part of their faith, your priest class becomes aligned with their choices. Negatively, if you pull your support, you also lose access to any magic you gained by being part of their faith!
Spell-like Abilities: Spell Level can be no higher than 2+faith rank

[+] Sphere Costs
Sphere Minor Major
All 3 5
Animal 5 10
Astral 3 5
Chaos 3 8
Charm 5 10
Combat 5 10
Creation 5 10
Divination 5 10
Elemental(all) 8 20
*Air 2 5
*Earth 3 8
*Fire 3 8
*Water 2 5
Healing 5 10
Law 5 8
Necromantic 5 10
Numbers 5 10
Plant 5 10
Protection 5 10
Summoning 5 10
Thought 5 10
Sun 3 5
Time 5 10
Travelers 3 5
War 3 5
Wards 5 10
Guardian 3 5
Weather 5 10
[+] Optional Abilities
Access to spheres (variable): The priest must purchase each sphere of access with character points. He may cast spells only from spheres he has access to and may only cast spells of 4th level or higher if he has major access to a sphere (see above).
Unique Bonus (5-15?): Can be discussed. Can only have 1 unique ability.
Improved Bless (10): Tier 4 Required. Takes up a Realm Spell Slot. Can Bless Level-Provinces per bless, instead of Half-level +1. Base Spell Cost: 1GB. Requires: Bless Land previously taken as a Realm Spell.

Animal empathy (10): This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or non-hostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest’s overtures. The priest imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the priest chooses—for example, from hostile to threatening, or neutral to friendly.
Armor Class improvement (15): The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
Casting time reduction (5): The casting time of the priest’s spells is reduced by 1, to a minimum of 1.
Cold resistance (5): The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in the priest’s resistance.
Combat bonus (20): The priest’s THAC0 advances at the warrior rate of 1 per level instead of the normal priest rate of 2 per 3 levels. The effects of this ability become more pronounced at higher levels.
Communication (10): A priest with this ability learns one language per level from a related group of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a god of the sea might learn the languages of aquatic races instead, while a dwarven priest could learn the languages of mountain races or creatures of stone.
Detect evil (10): This power allows the priest to use detect evil once per day per two levels (twice a day at 3rd, three times a day at 5th, etc.). The priest must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the priest.
Detect undead (10): A priest with this ability may use detect undead once per day per two levels. He need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a detect undead spell cast by the priest.
Expert healer (10): A priest with this power grants +1HP per caster level on all cure wound spells, capped at 5x spell-level.
Extended spell duration (10/15): The duration of any noninstantaneous spell cast by the priest is increased by one time unit per two levels. The unit of time varies, depending on how the spell’s duration is normally measured; rounds for rounds, turns for turns, and so on. For 10 points, this applies to spells of one sphere and for 15 points to spells of all spheres.
Fire/electrical resistance (7): The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.
Followers (10): For 10CP, a priest has access to Tier 5 units, requiring a Temple 5. This also is required to allow Holy Units [Holy Units cast the Battle Spell Cure Unit in Round 2 of any combat; only Tier 5 units may be "holy" and must be mustered/trained from a Temple (unless accessed via Paladin)].
Hit point bonus (10): A priest with this ability uses a d10 for his Hit Die instead of a d8.
Identify plants and animals (5): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water.
Immunity to charm (5+): At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level (6 CPs at 6th level, 7 at 5th, and so on.) Each class of monsters or races the priest is immune to costs an additional 5 CPs each.
Immunity to magic (15): The priest enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal, nonpenalized saving throw against spells that do not normally allow a save.
Immunity to natural disease (10): The priest is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot still affect him. This is similar to the paladin’s ability to resist disease.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet per level of the priest are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power.
Know alignment (8): Once per day per two levels, the priest may make use of know alignment. The spell functions exactly as if it was actually cast by the priest.
Lay on Hands (5): The priest has the power to lay on hands once per day, curing up to 2 points of damage per experience level. This is identical to the paladin character class ability.
Pass without trace (5): At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate.
Proficiency group crossovers (5+): Normally, priests may learn nonweapon proficiencies from the priest and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the priest to learn nonweapon proficiencies from another character group’s list with no penalty.
Purify water (3): Once per day, the priest may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect.
Resist energy drain (5/15): Priests with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a priest to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw.
Secret language (5): Priests with this ability share a secret form of communication that only they understand. This permits secure conversations in almost any setting.
Shapechange (15+): This is the druid’s normal shapechange power. Beginning at 7th level, he may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level, so for 17 CPs the priest may shapechange at 6th level.
Spell-like granted power (special): Many priests have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week, and costs the following:
2 CP/spell level for priest spells
4 CP/spell level for wizard spells
2 CP/level for a once per day use
1 CP/level for each additional daily use
For example, a priest who wishes to invoke a fireball once per week would pay 12 CPs. The ability to use the power once per day would cost an additional 6 CPs, for a total of 18 CPs. Using cure light wounds three times per day would cost 2+2+2, for a total of 6CPs.
Regardless of the amount of points paid, a priest may not have a spell-like granted power of no higher spell level than 2+Faith Rank. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.

Spirit powers (30+): A priest with this ability commands spirit powers , as described for the shaman earlier in this chapter. For 30 CPs, the shaman may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers.
Thief ability (10+): For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priest to select an additional ability, up to a maximum of five abilities. (Backstab and thieves’ cant may be selected as abilities.) The priest’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
You may opt at Tier 0, to instead spend 25CP, and progress as a thief of half your level (rounded up) in all thief skills (buy as per normal thief rules). Optionally, for an additional 5CP at tier 1 you would gain backstab as a thief of half your level.
Turn Undead (15): A priest with this power may turn undead, using Table 61 : Turning Undead in the PHB. Priests of evil alignment may command undead.
Unarmed combat skills (5/10): The priest is a specialist in unarmed combat, as described under the monk entry. The first purchase (5CP) - the character gains weapon specialization with unarmed comabt. The second purchase requires that you first have also taken the Optional Limitations of "no armor."
Paladins (5): For 5CP, your faith is able to have paladins. The Faith must be Lawful OR Good (restricted faith alignment, with at least no chaotic, or no evil).
Fast Casting (5/10): Paladins (or Bards, or Rangers) start spell casting 2 levels earlier. If you buy the second rank - start 4 levels earlier (min: start at level 1). Note that Paladins and Rangers may only cast spells from your faith's Major Spheres.
Paladin/Ranger Bonus (15): Paladins/Rangers have access to Priesthood Special Abilities (Exception: Wizardly Priest only counts as Major Sphere equivalent with the 25CP purchase).
Warrior ability bonuses (10/15): If the priest has a Constitution score greater than 16, he gains the additional hit point adjustment allowed for warriors instead of the normal +2. For an additional 5 points, the priest may roll an exceptional Strength score if he has a strength of 18.
Weapon selection (5/10): For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead he may have access to a list of tribal or special weapons approved by the DM—for example, the druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to.
Weapon specialization (15/25/40): This ability allows first paladins/rangers to specialize using the normal specialization rules. For the additional 10CP, you can also have single-class priests gain specialization, multi-class priests would now be able to take Expertise instead. Note that the paladin/ranger or priest must still spend the required number of proficiency slots to actually gain proficiency and specialization in a weapon. For 40CP, Single-Class Rangers/Paladins/Priests can take Weapon Mastery.
Wizardly priest (5/10/25): A priest with this power may treat one school of wizard spells as another sphere of access. Spells memorized from this school count against the priest’s memorization limits, just as if they were additional priest spells. For 5 CP: you can gain access to level 1-2 spells, for 10: 1-4, and for 25: all spells of the school. You may only acquire a step of Wizardry (per school) per Faith Rank (including the creation phase).
When you first choose this ability, you must decide. If you want to add spells to your spell list, or have a secondary spell-list, but only have access at half level(rounded up). This choice will apply to all Wizardly Priest selections going forward (The "Ruornil" option).[/b]

[+] Optional Limitations
By choosing limitations, a priest character can gain extra character points to select class abilities, thus balancing out any “overspending” in the previous step. The available limitations are as follows:
Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.
Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The priest’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Difficult spell acquisition (5): The priest’s deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.
Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can’t hide his contempt for nonbelievers.
Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.
Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are: potions, oils, and scrolls; rings; rods, staves, and wands; miscellaneous magic; and weapons and armor.
Limited spell selection (5): The prayers required to petition the priest’s deity for spells are extremely complex. In fact, they are as complex as a wizard’s spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.
Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.
Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Slower casting times (5): The priest’s spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.
Talisman/symbol (8): The priest’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Weapon restriction (5/15): Unless otherwise stated, a priest character has access to the cleric’s weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman’s mace, and horseman’s flail. For 15 points, the priest is not allowed to gain proficiency in any weapon.
Restricting Alignment/Expanding Alignment:
Start: Choose 1 "barred" alignment (options: Must be Neutral on 1 axis, or no Evil, or no Good, or no Lawful, or no Chaotic)
Restrict: 5CP, pick a corner alignment as base alignment. Note: You may ONLY choose your own alignment.
Greater Restriction: 10CP, Must be 1 step from your Alignment, or "only Evil" or "only Chaotic" etc.

Expand: Costs 5CP, can be any alignment. Obviously, you cannot take this option if you have previously restricted the available alignments.
Gaining Normal Spells:
Priests know all spells available to them, as per Spheres their religion grants. Exception: If your faith indicates follow Wizard rules for Spell Acquisition, see Wizard Rules.

NB: This refers to spells that can be found on - you will not be creating new spells, or learning spells from other sources.

1- Cure (cause) Light: d8+1
2- Cure (cause) Moderate: 2d8+2
3- Cure (cause) Serious: 3d8+3
4- Cure (cause) Critical: 4d8+4
5- Cure (cause), Mass: d8+5 to each target (up to 5 targets)

Note on Turn/Control Undead: Can only be used 1/encounter.

Potential Realm Spell Choices, by Caster Level and Sphere - No more than 4 faiths may take any Realm Spell (other than Bless, which is unlimited).
[+] 1st Level Caster
Bless Army
Spheres: Combat
1st-level caster
Regency: 1RP per unit
Gold: 1
Required Holding: 2
Duration: 1 Turn
Effect: Each unit targeted, gains +2 melee, +2 Defence. Can effect 1 unit per level.

Bless Land
Sphere: All
1st-level caster
Regency: special
Gold: 1GB
Required Holding: 1
Duration: 1 Domain turn
Effect: 1 province+1 province/2 levels [1@1, 2@2, 3@4, 4@6, 5@8, etc]
By performing a special ceremony, the priest invokes his deity's blessing for a province. The affected province and any holdings owned by the priest in the province are treated as if they were one level higher for all purposes. This means that affected regents may re-roll taxation and collection for the current domain turn and may increase their regency accordingly. The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who control's a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3RP to bless both provinces. The minimum RP cost per province is 0RP. NB: Guild 0s are not impacted by bless.
Improved Bless Land: Can Bless Level-Provinces per bless, instead of Half-level +1. Base Spell Cost: 1GB.

Dispel Realm Magic
Sphere: Protection
1st-level caster
Regency: Special
Gold: 1GB
Required Holding: 1
Duration: Instantaneous
This resembles the wizard realm spell dispel realm magic in all respects, except that only the first use of the spell is allowed. A priest may not use dispel realm magic to create a protective warding.

Sphere: Any
1st-level caster
Regency: Special
Gold: 1GB
Required Holding: 1
Duration: Permanent
Any priest regent can perform a ceremony of investiture to arrange the transfer of regency between two characters. This severs a regent's link with specified lands and creates a new link to another regent. The donor and recipient must expand a domain action. The priest is free to seek any compensation he wishes for performing the ceremony. You require a level 1 temple in the province in which a holding is being invested for unwilling investitures. This WILL be enforced.

Protection from Realm Magic
Sphere: Protection
1st-level caster
Regency: 1RP/province
Gold: 1GB/province
Required Holding: 3
Duration: 3 action rounds
This spell allows a priest to protect provinces under his influence from the effects of an opponent's realm magic. The priest must cast protection from realm magic from a province in which he has a temple (3), but he may cast it into any other provinces where he has at least a temple (1) holding. The cost per province is 1RP and 1GB, and the priest may affect as many provinces as he can afford.
This spell gives the priest a chance to counteract any realm spell (both priest and wizard magic) cast within or into his provinces. It has no effect on existing magic; it affects only those spells cast after the protection from realm magic is in place.
The spell's success against external magic is determined by rolling versus the priest's character level and holding level. The two numbers are added together, and a 5% chance is allowed for each point of the result. Thus, protection from realm magic cast by an 8th-level priest using a level 4 temple would have a 60% chance of repelling enemy magic.
If a friendly caster wishes to use realm magic in the caster's provinces, the casting priest may temporarily suspend the effects of his protection spell. He need only concentrate on his spell as the friendly wizard performs his incantation (usually, a matter of a few hours or less). There is always a 10% chance that the protection will cancel the friendly magic regardless. The priest may cast his own realm spells in his provinces without interference from the protection spell.
The priest may spend RP to increase the chance of his protection repelling enemy magic. When the priest casts the spell, he may spend as many RP as he wishes to increase his success at a rate of 5% per RP spent, to a maximum of 95%. This "insurance" lasts for the duration of the spell.
When an opposing spellcaster attempts a spell in a protected province, he may spend RP at the time of his attempt to weaken the spell's protection for that attempt only. He lowers the spell's protection at a rate of 5% per RP spent. If he tries to cast a spell later, while protection from realm magic is still in effect, he must spend RP again (if he wishes) to weaken the protection. This spell affects only realm spells cast into or within the affected province(s). If someone casts legion of dead and sends the animated army into a protected province, the spell has no effect, the army was created outside the spell's influence. However, a spell such as death plague would be subject to the protection. This realm spell has no effect on conventional (non-realm) spells.

True Believer
Sphere: All
1st-level caster
Regency: 2RP
Gold: 1GB
Required Holding: 2
Duration: 3 action rounds
Priests may use this realm spell to identify "true believers" within a single province in which they have a temple (2) or better. The spell causes a magical "mark" to appear on all humans, demi-humans, and humanoids meeting a particular criterium in the affected province. The mark is designed by the casting priest, and may be used to identify "true believers" of his faith, or may indicate that the bearer is a non-worshiper of his faith, a non-believer, or worshipper of another deity. Only priests and paladins dedicated to the same religion as the casting priest are able to see these magical marks. True seeing reveals the mark, and certain divination spells may do the same. The magic of this spell is so potent that it affects individuals entering the province throughout the duration. The mark instantly disappears from persons who leave the province, but reappears if they return.

If you are not of the faith in question, you suffer -10 to all actions in the province.
[+] 2nd-Level Caster
Magical Tithe
Sphere: Charm
2nd-level caster
Regency: 3 RP/province
Gold: 1 GB
Required Holding: 3
Duration: Instantaneous
Only priests of Sera and Eloele have access to this realm spell. Magical tithe allows priests of these goddesses to increase the gold in their confers. The spell must be cast from a temple (3), but the priest may extend the effects to include any provinces in which he has at least a temple (0), at a cost of 3 RP/province. Magical tithe does not affect the priest's own holdings. It affects all other law, guild, and temple holdings in the affected province(s).
Each affected regent (even law regents) refers to Table 18: Guild and Temple Collection in the Birthright Rulebook and rolls to see how many GB he must immediately transfer from his treasury to the casting priest. If a regent controls more than one holding in the affected province(s), he rolls for each holding and pays the magical tithe, each time. This spell may decimate opponents' treasuries while causing Sera's or Eloele's coffers to overflow. At worst, the spell can reduce a treasury to 0 (it cannot reduce a treasury to negative numbers, in effect collecting from the next domain turn's income).
This spell has a major drawback. On the domain action after magical tithe has been cast, every regent affected by the spell knows what happened to his Gold Bars. An investigation into the missing funds turns up clues that point to larceny magic used by Sera's and Eloele's temples. Repercussions are the decision of the victims of the crime.

Maintain Armies
Sphere: Creation
2nd-level caster
Regency: 1 RP/3 units
Gold: 1 GB/3 units
Required Holding: 3
Duration: 1 domain turn
This spell enables the casting priest to adequately maintain his (or his allies') armies at a minimum cost. By multiplying food, water, and sundries for army units in the same province as his holding, he may defer expenses necessary to keep armies in the field. The priest chooses which armies in the same province as his temples (3) will be included in the spell. He pays 1 RP and 1 GB per three units (rounded up). Casting the spell on five units, for example, would cost 2 RP and 2 GB. The units are magically provided with food, clothing, pay, and other necessities to last them a full domain turn. Once enchanted, the units may leave the province and keep the benefit of the spell. The regent(s) who control these units need not pay normal maintenance costs for the enchanted troops during the domain turn following the casting. This also grants them shelter from attrition, assuming they spent the entire turn in the province of casting.
[+] 3rd-level Caster
Sphere: Plant
3rd-level caster
Regency: Special
Gold: 2 GB
Required Holding: 3
Duration: 1 domain turn
Effect: 1 province/level
This is the reverse of bless land. Blight depresses an affected province and all holdings within it by one level. Holdings belonging to the casting priest are unaffected. Blight affects one province per level. The regency cost is equal to the difference between each target province level and the priest's temple holdings in the target provinces; a priest who controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to blight those two provinces. There is no minimum cost. If the priest is the ruler of the target province, he automatically loses one loyalty grade there.

Sphere: All
3rd-level caster
Regency: 5RP/province
Gold: 1GB
Required Holding: 1 in each impacted province
Duration: Instantaneous (the action cast)
A priest may use this realm spell to affect 1 holding per 3 levels, rounded up (1, 4, 7, 10...). Conversion creates a series of spectacular miracles used to impress the populace of the province and win them over to the target's goals, at the expense of their competitors. The casting includes a contest attempt, with normal bidding costs/base costs, etc added. Instead of transferring 1 holding level per successful attempt, you transfer 2. You get +5 on the contest attempt.

Nesirie's Blessing
Sphere: Elemental (Water), Weather
3rd-level caster
Regency: 2/ship
Gold: 1/ship
Required Holding: 3
Duration: 1 Turn
You may impact 1 ship per level. Impacted ships gain +2 Boarding Tokens, +2 Defence. They must all be docked in the province where you cast the spell.

Population Growth
Sphere: All
3rd-level caster
Regency: Special
Gold: Special
Required Holding: 1
Duration: 1 Domain turn - Summer ONLY
This spell works by promoting good health and prosperity throughout a province. By casting population growth, the priest encourages expansion within the target province. He may now pay RP and GB to influence the die roll (a 1-point bonus per GB AND RP spent). This spell works in conjunction with the Rule Province Action. It is the only way to modify the DC of the Rule Province Action. The Rule Province Action must be conducted during the same turn as the spell is cast, not necessarily the same action round.

You may alternatively take Population Growth - 2 target characters. You can add up to your level split between both targets. You bid GB/RP to improve success as normal, each target receives a bonus to their next Rule Province attempt.

Finally, you can take Population Growth - Wide: You can target up to 1/2 your level provinces (rounded down), giving each province +2 to the Rule Province attempt. This costs 2GB/RP per province targeted.

This spell cannot be used to circumvent normal max population levels (ie, can be used to rule up a province 1->2, and 2->3 assuming terrain allows. If there is a granary and terrain allows, can be used to rule up 3->4, or 4->5). A Priest may only bid their level in GB and RP (ie, Level 3 priest can only add +3 to the rule province attempt by spending 3GB and 3RP)

Ward Realm
Sphere: Protection
3rd-level caster
Regency: 5 RP/province
Gold: 2GB/province
Required Holding: 2
Duration: 3 Action rounds
When this spell is cast, it creates a protective aura around everything in the target province(s). The priest must cast it from a temple (2), but the spell may affect any provinces in which he has temple (0) or better holdings. Only one ward realm spell may be cast on a province at one time. Depending on the priest's deity, the spell has slightly different effects. Ward realm may target evil, neutrality, or good. The targeted alignment of ward realm must be an alignment not favored by the deity. Cerilian deities require their priests to conform to certain alignments; these alignments may not be warded. The chart that follows shows which alignments may be targeted. Those deities whose priests do not have access to the sphere of protection do not appear.

Deity: Targetable Alignment
Haelyn: Neutral, Evil
Erik: Evil
Cuiraecen: Evil
Nesirie: Evil
Ruornil: Good, Evil
Sera: Good, Evil
Avani: Good, Evil
Laerme: Neutral, Evil
Azrai: Good, Neutral
Belinik: Good, Neutral
Moradin: Neutral, Evil
Kartathok: Good, Neutral

The single alignment chosen by the casting priest is affected in the following ways:

·All attacks made by creatures of the target alignment within the affected provinces suffer a -2 penalty to the attack roll. Saving throws allowed to their victims as a result of such attacks are made at a -2 bonus.

·Summoned or extraplanar creatures of the target alignment must make a saving throw versus spell with a +4 penaty. Failure forces them to depart the province immediately. Extraplanar creatures might be forced to use their powers (if they are able) to return to their place of origin. If these creatures succeed their saving throws, they may remain in the province, but suffer all effects of the ward.

·A spellcaster attempting to summon a creature of the target alignment must make a saving throw at a +4 penalty to the die roll when he casts the spell. If he fails, the spell fails automatically. If he succeeds, the spell works, but the summoned creature is affected by the ward realm spell.

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Re: Priests: Building Faith, Realm Spells, Spell Changes

Post by DM Juan » Sat Aug 04, 2018 6:41 pm

[+] 4th-level Caster
Bless Holding
Sphere: Protection
4th-level caster
Regency: 3/holding level
Gold: 5 GB
Required Holding: 2
Duration: 1 Action Round/Level
A priest using bless holding can protect any holding he controls (or those of an ally) from certain negative effects. The caster may effect 1 holding per 3 levels.
Bless holding fortifies the target holding (equal to it's level) for the duration of the spell (as per the rules for the domain action fortify holding). The priest must pay 3 RP per level of the blessed holding (holdings of level 0 may not be fortified using this spell). This spell also makes the target holding immune to the contest action.

Holy War
Sphere: War
4th-level caster
Regency: 1RP per unit
Gold: Muster+Train Cost
Required Holding: 3
Duration: 1 domain turn, +1 action/3 levels
The realm spell holy war allows a priest to muster already trained troops. You can muster up to half your level in units, and may spend 2x your level in Training Points to upgrade them. The army costs what they normally would have to muster and train up, plus 1RP per unit. After the duration of the spell, the units return home (are disbanded). They can be used immediately for both defensive and offensive wars.

Shadow Block
Sphere: Astral
Regency: 2RP/province
Gold: 1GB/province
Duration: 1 Turn, +1 Action/3 Levels
Shadow block prevents all creatures from walking into or out of the Shadow World in a specified province. This effect even applies to halflings, who normally can pass into and out of the Shadow World at will. The spell does not affect movement within the Shadow World. A Priest can affect one province per three experience levels. All provinces after the first target province, must have at least a Temple 1.
[+] 5th-level Caster
Architect's Wrath
Sphere: Sun
5th-level caster
Regency: 4RP/unit
Gold: 1GB/unit
Required Holding: 2
Duration: Instantaneous
The casting Priest may destroy 1 Undead Unit at level 5, and an additional Undead Unit at every additional level. The target undead must be in the province from which the spell was cast.

Sphere: All
5th-level caster
Regency: 10 RP
Gold: 15 GB
Required Holding: 3
Duration: Permanent
Excommunicate is one of the few realm spells that targets an individual. It is an extremely potent attack intended to be cast against characters who were once allies of the casting priest, but have done something to make themselves "enemies of the faith." However, it may be cast against anyone, with varying effects. When cast against a regent, excommunicate proclaims the regent and his holdings to be "enemies of the faith." Until this is somehow rectified, the spell works its devastating effects on the regent and his holdings. First, every holding ruled by the target character in the same province as a holding owned by the casting priest becomes effected by a contest action. Every action round after the spell is cast, the casting priest may roll (using the rules for the contest action) to see if he can successfully contest the holdings again, possibly destroying them. Because of the spell's power, these contest actions are free actions for the priest, though he must still pay 1 RP per holding involved. Second, if the casting priest decides to agitate against the target regent (or any of his known allies of vassals) he can double the value of his holdings in the agitation attempt. Third, the regent who suffers the effect of the spell is penalized in collecting taxes or tithes in provinces where the casting priest has temple holdings. The priest must subtract the caster's temple holding level from his own holding and province levels before rolling for collection. This represents the number of people in the province who believe in the excommunication and refuse to pay the regent's taxes. When excommunication is cast on an individual who is not a regent, the effect is much less widespread, but it can be just as debilitating to the character. As an enemy of the faith, whenever the victim priest encounters a follower of his faith, he will be treated as an enemy-possibly a mortal enemy, depending on the militance of the priest's doctrine. In addition, nonbelievers who live in provinces where the casting priest has temple holdings may choose to treat the excommunicated character as an enemy, out of fear of censure or excommunication themselves. The base chance of this is equal to the percentage of control the casting priest has over the province. If the caster has a temple (3) in a province (6), roughly half the people are members of the caster's temples. When the victim priest encounters anyone new of the same faith and the DM makes a check on Table 59: Encounter Reactions, the result is worsened by two grades. When the priest encounters someone not of his own faith, the result is worsened by one grade. The spell does not mark the character in any way. Rather, it affects the perceptions and attitudes of people within the provinces where the casting priest has power. The effects of excommunication can be negated by casting dispel realm magic on the province where excommunication was originally cast. Or, the casting priest can be convinced to dispel it himself (he can do so automatically). If the casting priest is destroyed, the spell ends.

Honest Dealings
Sphere: Charm, Law
5th-level caster
Regency: 3/province
Gold: 2 GB
Required Holding: 3
Duration: 1 Domain turn +1 round/level
This ceremony creates a widespread charm effect that magically guides a province's citizens toward honest and upright practices. In a province affected by this spell, agitate and espionage actions cannot succeed, diplomacy actions suffer a -4 penalty, and guild holdings are reduced two levels for collection purposes. An individual who attempts to commit a crime or tell a lie while in the province must succeed a saving throw versus spell to do so. The priest may affect one province at 5th level, two at 7th, and so on.

Legion of Dead
Sphere: Necromantic
5th-level caster
Regency: 4/company
Gold: 1 GB/company
Required Holding: 3
Duration: 1 Turn + 1 Action / level
This spell is similar to the wizard realm spell of the same name. When a priest casts this spell, he summons units of zombies and skeletons to his banner of war. These creatures, powered by the energies of the caster's faith, will perform military actions at the priest's orders for the duration of the spell or until they are destroyed by normal means.
The priest may summon one undead unit (at a cost of 4 RP and 1 GB) at 5th level, and one for every level thereafter (an 8th-level priest may call forth four undead units at a total cost of 16 RP and 4 GB). Unlike the wizard spell, the priest need not remain with is undead units to prevent their dissolution. If the priest maintains these armies beyond the end of a domain turn, he need not pay maintenance costs, since undead to not eat and attack using any weapons at their disposal.
[+] 6th-level+ Caster
Verdaloth's Mighty Forest
Sphere: Plant
6th-level caster
Regency: 4 RP/unit
Gold: 1 GB/unit
Required Holding: 2
Duration: 1 domain turn; may muster 2/caster-level, and these units cannot leave the forested provinces {use undead stats}
Only druids of Erik may cast this spell, and it is useful only in forested areas. By calling upon Erik, the druids call forth the powers of the trees. These trees become army units, ready to fight and die for the good of the land. This spell animates trees, creating defensive armies under the priest's control. Each unit costs 4 RP and 1 GB. The tree units uproot themselves and follow the caster's orders for the duration of the spell, but they never leave their home province. When the spell expires, the trees take root where they are (or within a short distance), dying if they cannot do so. A heavily forested province can "muster" a maximum of 20 units. Lighter forests (those less dense, or covering about half a province), may produce a maximum of 10 units. This limit is important, because if units are lost or destroyed, the resulting deforestation strips the province of likely armies (and resources) for many years to come. Note that nothing allows them to take war moves in the winter.

A unit of animated trees includes approximately 50 members. As long as the spell lasts, each individual tree has the statistics of a 7-HD treant (see the Monstrous Manual tome) and can obey complex instructions given by the casting priest. Most often, druids of Erik cast this spell to protect their most sacred provinces from invasion. Outsiders quickly believe that all the trees in certain groves have the power to move and defend themselves, making these provinces almost immune to attack or invasion.

Hand of Peace
Sphere: Charm, Wards
7th-level caster
Regency: 5RP
Gold: 3 GB
Duration: 1 Domain turn
Req'd Holding: 4

This spell brings all random acts of violence in a province to an end. Everyone within the affected province is overcome with a sense of tranquility, returning to their home province, domain, or other place of origin. The effect provides protection from Attrition during this movement, and cannot leave the domain in which they were raised while under the effect of the spell.

This spell ends all random hostile events in a province; Undead, Brigands, Uprisings, and Rebellions. Hand of peace cannot end a war, but it does turn troops away from the protected province for the duration of the spell. Invading forces can return to the province the following Domain turn if they choose.

HIrcine/Herald's Courage
Sphere: War
7th-level caster
Regency: 2RP per unit
Gold: 1GB per unit
Required Holding: 3
Duration: 1 Action/3 Levels
You impact 1 unit per level. Units are immune to Defection/Subversion, and gain +2 Charge. All units must be in the province you are casting this spell from. You cannot cast this spell after a unit has been defected/subverted, to break the effect.

One True Faith
Sphere: Guardian
9th-level caster
Regency: 5 RP/province
Gold: 3 GB/province
Required Holding: 3
Duration: 1 Turn
This spell enables the caster to prevent priests of a stated religion from receiving spells from their god. The spell must be cast from a temple (3), but the priest may affect any provinces in which he has at least a temple (1). Each province affected costs 5 RP and 3 GB. The magic affects all characters who attempt to renew their spells while within the affected provinces.

This spell affects only single religion that is somehow in opposition to the caster's religion. The DM may rule which religions are in opposition in a given region. In almost all cases, good deities allow this spell to be used only to block deities with evil alignments, while priests of evil deities will probably allow any other powers to be blocked. Neutral powers tend to grant the ability to block nonneutral deities or any deity who may be growing too powerful or risking an upset of balance.

In Game Effect: Adventuring in a province where you are of the chosen religion means you don't count the priest levels towards your party level. You are not aware of this beforehand. Further, you cannot cast domain spells via temples of the interdicted God for the turn. If targeted by assassins, you don't have any divine spells available if this effect is upon your capital.

Legion of Dead: Each character will have a "stockpile" of undead-ready corpses (you can buy/sell them too if you want). Priests/Wizards with the necromancy sphere or access to the school will start with 2 units available. Undead-ready bodies are "used up" if you summon undead and they die in battle. If they expire at the end of the spell, the bodies are usable again.

Methods to Acquire them:
Victory in Battle: As the defender, any units that die in battle when you are victorious are available to be "harvested." As the attackers, you may spend a war move to collect bodies to be sent back home for "processing." Each unit devoted to this war action may collect 1 unit-worth of bodies.
Pillaging: Each time you pillage a province, you may collect province-level units worth of dead bodies. This still requires an additional war move to send them home for "processing" as per above.

You may also use a war move to permanently destroy corpses. You may destroy 2 units-worth per unit conducting this war move. Defenders may automatically destroy the dead bodies. Dead bodies will remain "harvestable" for 3 war moves otherwise.

Corpses not stored in a Mausoleum decay at a rate of 1/Turn. Your starting 2 do not start to decay until Turn 4 (so 1 decays turn 4, 1 decays turn 5).

excom - first contest isn't automatic, it triggers a contest action as per normal contest rules.
- can only target someone of the faith, and/or where you are state faith (recognised or unofficial)

These contests DO NOT transfer holdings (essentially, the point of the spell would be action economy potentially, to clear out holdings without needing to spend contest actions, and to be able to impact non-temples with temples).

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Re: Priests: Building Faith, Realm Spells, Spell Changes

Post by DM Juan » Sat Aug 04, 2018 6:41 pm

Rangers: If you want to include Rangers in your faith, you can opt to substitute Ranger for everywhere that says Paladin. However, you are restricted to "non-evil" religions instead of either "non-evil" or "non-chaotic."
Required Major Sphere: Plant or Animal
NB: You are opting to not be able to have paladins (you are replacing "paladin" with "ranger" in the faith options)

You can pick other secondary classes (any) as well, which we can discuss.
"The Gods hold your Sway"
You must wait Tier-turns of your current faith, before you can re-dedicate your Shrines/Temples to a new faith. During this time, you provide no support to any God.
If both parties (the current God, and the leaving Shrine/Temple-holder) do an Investiture Action, they may sever the connection immediately.

"You may join any Faith/A God can Banish you from a Faith"
Once a faith reaches Tier 2, anyone can opt to join it. They have no sway over the development of the faith, unless given such. The above mentioned cooldown before you can change faiths will apply. The God will know you have joined their faith, and if they feel you are violating their ethos, can sanction you, including striping you of spells, and ejecting you from the faith. It is completely at their discretion. The above noted cooldown will still apply, if the God ejects you from their faith.

"Faiths will become Known"
At Tier 2, the basic details of your faith will start to be widely known. At each tier, all Realm spells below the newest will be widely known. More details (Spheres/Powers) will also gradually become widely known.

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